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Messages - Prudent Viper

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226
DF Modding / Re: RWBY, Black Rock Shooter Mod?
« on: September 03, 2014, 08:03:20 pm »
FYI, universes with unspecific backgrounds and creatures are much easier to mod into DF than than specific ones. The problem isn't making the characters work, it's making them work in a acceptable manner in normal gameplay. E.g. One Weiss is cool, a whole race of them is not.

That being said, you could quite easily make them work in adventure mode only. Create the character as a caste of a race, but set their ratio  as something that will never show up in world gen e.g one Yellow for every hundred million dwarves. Adventurers however can choose their caste at will, so you could hop in and play as your favourite character. Hell, you could even retire all of the characters at a site and then recruit them with the one you wanted to play. Voila! Team of young anime girls with gunswords.
Apologies if I'm not completely clear. It's late at night :).

227
DF Modding / Re: Dwarf Pirates
« on: September 03, 2014, 07:52:49 pm »

228
DF Dwarf Mode Discussion / Re: Helping hurt dwarves and corpses
« on: September 03, 2014, 07:26:03 pm »
You might also try injuring your dwarf again by dropping (light) items on him or hitting him with a (light) minecart; further injury sometimes triggers the "recover wounded" job.

"I'm sorry Urist, but you're too healthy to be admitted to hospital. What's that? Oh, right. Dipping in and out of consciousness is somewhat abnormal yes, but that's no direct sign of illness. Perhaps you should reduce your intake of alcohol... Yes. Yes, you did hear me correctly.

Moving on then. You claim you have two broken legs? Hmmmmm. I'm sorry, but I can't see the signs. Maybe if you stand up I could get a better look.. Why are you scowling at me?
Listen, I'm only a Novice Diagnoser. The only way I could identify these wounds would be if I'd witnessed the cause. Wait, I have an idea! How about I break an arm? Then you'd definitely be wounded enough for the hospital! How does that sound? Here, I'll just use this +platinum wheelbarrow+. Now, if I drop it like so- Oops!
 
Urist McSoldier has been found dead.
Urist McDoctor has been sued for medical negligence.


229
DF Gameplay Questions / Re: Meager and Decent
« on: September 03, 2014, 01:40:21 pm »
It has to meet a certain quality "score". Everything in the room will contribute to the overall quality, and higher quality furniture and engravings will add more.
I always put my noble quarters in a vein of magnetite, if I have one. It's worth a helluva lot once engraved

230
DF Gameplay Questions / Re: Help with siege
« on: September 03, 2014, 12:14:47 pm »
Crossbows. Butcher a couple animals, make some bone crossbows and some bolts (or just use wood), carve some fortifications and fire at them. Bone bolts won't do much, especially when fired by untrained militia, but if you make enough of them you will succeed. Remember, you don't need to kill them, just cripple or drive them off.

231
DF Adventure Mode Discussion / Re: Things to do in adventure mode?
« on: September 01, 2014, 06:53:05 pm »
Kill every sapient being in the world and then settle dozens of outsider adventurers in the ruins so history can begin anew.
Is this possible? Can you settle in ruins? I have a world where the only surviving creatures are 200 or so assorted megabeasts, titans and night trolls so I'd very much like to try it.

232
DF Dwarf Mode Discussion / Re: But what difference can we REALLY make?
« on: September 01, 2014, 02:58:51 pm »
You don't think so? A typical goblin civ normally contains between 5 and 10 thousand citizens. My 11 year fortress is currently receiving 1 to 2 full sized goblin sieges of 60+ per year. With two sieges per year, that means 50 years for a population of 6000, assuming the entire population consists of adults in the military (which is not the case). At about 10 years, you'd start to see site depopulation.

And this process will be sped up by external factors (once invasions are fixed), most prominently the attacks by your civ on the goblins.

This means the player could have a active role in the war. While you might not destroy a goblin civ single handedly, you could weaken them to the point that your civ's army's could destroy them.
So, while a direct effect is a lengthy process (Bad news for "Last Fort" players), an indirect effect is entirely possible provided your civ has a healthy dwarf population.

233
DF Dwarf Mode Discussion / Re: Kill Count?
« on: September 01, 2014, 07:25:45 am »
Barring some kind of mod, yes. Perhaps DT would help you in this respect.

234
DF Adventure Mode Discussion / Re: Tips for adventure mode
« on: September 01, 2014, 07:04:47 am »
Did those hillocks show up as a u shape, or as a omega symbol?

235
DF Adventure Mode Discussion / Re: Tips for adventure mode
« on: August 29, 2014, 12:35:45 pm »
-Don't trust Hillocks at night; bogeymen can and will get you inside them, even though they are buildings.
I'm pretty sure this only applies if the hillocks are considered ruins, even if they have people in.

- Speaking of bowmen, if you don't like getting killed with arrows, wear iron or bronze chain armor.  It will reduce all hits from arrows/bolts to merely bruises.  This sadly will not prevent "you have been shot and killed", as no chain armor covers the head, but will dramatically improve your chances.  You can also of course mod arrows to make them not pierce iron armor (see this thread for details).  Steel armor (of all types) is also 100% effective against arrows, but is almost impossible (or maybe totally impossible?) to find.

I also recommend using a shield. A skilled shield user can block most ranged attacks from anyone below Elite status.

A few tips on beating Night Trolls.
First. If you're starting out as a Hero or Peasant, be very careful around them. For your first night troll fight, I recommend targetting the legs. Once it's on the ground, it's around the same speed as you.
Second, if you have a slashing weapon, focus on attacks that make it bleed heavily. Once you've done enough damage, keep away from it and wait for it to die of blood loss. Seriously. You can throw things at it if you like, but keep a safe distance They don't feel pain, so you can't knock them unconscious and then hit them for a while. The only time a night troll is considered harmless is when you've broken its spine. If it still has it, it can grab or bite you. See below for how to deal with that situation.
Thirdly. If a night troll grabs you, you're dead. Nine times out of ten, you're dead. If he bites you in any place that isn't your toes or ears, you're dead. it'll rip your limbs off, at which point you'll give in to pain or it'll catch and kill you. If it grabs you, it'll break your bones or throw you. Either of these actions will most likely cost you your life. If you get in this situation, you have but one chance. You get a single wild attack. It has to kill it, or sever the offending limb.

Oh, and night trolls hate each other too, as well as you. If you ever encounter more than one, consider letting them duke it out and then stepping in at a suitable moment.

236
DF Dwarf Mode Discussion / Re: But what difference can we REALLY make?
« on: August 29, 2014, 12:14:11 pm »
I'd like to see what happens to captured invaders who escape your fort. Or indeed, any historical figures that aren't members of your fort but still lived there for a time. For example, I have a animal person gladiator with a title and some presumably impressive skills. If she leaves the map, will she disappear into the ether? Will she live in stagnation, not doing anything. Or will she have an impact on the world, because she's now a historical figure? Will she slay megabeasts?

237
DF Dwarf Mode Discussion / Re: FPS problem
« on: August 29, 2014, 12:08:14 pm »
If you haven't touched the init settings yet, you can probably knock it back up 20 frames or so by fiddling with them. However, I would recommend sticking with 80 dwarves. Those little bearded bastards are the single biggest drain on fps. If you allow your fortress to get to default pop cap (220 I think?), then it will become unplayable. You can do everything in the game with 80 dwarves, there's really no need for anymore. So set your population cap now, before it gets out of control.

238
Being as none of your enemies use steel weapons themselves, you don't really "need" steel armour. It gives more protection, sure, but only marginally vs anything worse than steel. Iron weapons will bounce off decent quality iron armour most of the time.
However, steel weapons increase your offensive capability by a hell of a lot. In Dwarf Fortress the best offense is the best defense against humanoids who feel pain, so this will greatly increase their survivability.

239
DF General Discussion / Can reanimation biomes have evil weather?
« on: August 26, 2014, 04:59:03 pm »
...Or are they mutually exclusive? I've never seen, in my fortresses or others, a evil biome with both evil clouds/rain and reanimation. Is this just bad luck, or is it impossible?

240
DF Dwarf Mode Discussion / Re: Goblin caravan
« on: August 25, 2014, 05:37:28 am »
It's only possible if you remove the [BABYSNATCHER] tag to goblins, or add it to dwarves. Otherwise, goblins will be perpetually hostile.

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